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This arXiv paper studies whether LLMs can serve as useful virtual playtesters by breaking their gameplay judgments into psychometric experience dimensions, then using those dimensions to revise game rules for simulated player personas. The 9.2% gain over the strongest baseline is a result from a specific setup with five personas, so it should be read as a promising proof of concept rather than evidence of general reliability. For AI readers, the main takeaway is the methodology: decomposing model ratings into interpretable dimensions and checking how those ratings relate to the gameplay models actually produce.
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What this isA model's reading of the article and related coverage, written for aiqbench. Not the publisher's words.

PREFER: From Player Experience to Personalized Game Refinement

arXiv2 min read

arXiv:2610.19213v1 Announce Type: new Abstract: Understanding how large language models (LLMs) evaluate gameplay experience is important for using their feedback to guide game design. However, overall ratings alone provide limited insight into which aspects of experience are associated with these judgments and how they can inform concrete game changes. We introduce PREFER, a framework that uses a shared set of experience dimensions adapted from established psychometric questionnaires to benchmark how models evaluate gameplay and to guide persona-specific game refinement. Through these dimensions, we characterize the perspectives models offer as virtual playtesters by examining how their overall assessments relate to specific aspects of experience and to the gameplay they produce. To examine how the same dimensions can guide refinement for players with different preferences, we use personas to simulate distinct player profiles. For each persona, PREFER uses experience-preference relationships to select refinement objectives, revises game rules and their implementations, and playtests candidate games to assess experience changes and predicted preference gains. Experiments with five personas show that PREFER achieves 9.2% higher mean post-play preference ratings than the strongest evaluated baseline.

Abstract:Understanding how large language models (LLMs) evaluate gameplay experience is important for using their feedback to guide game design. However, overall ratings alone provide limited insight into which aspects of experience are associated with these judgments and how they can inform concrete game changes. We introduce PREFER, a framework that uses a shared set of experience dimensions adapted from established psychometric questionnaires to benchmark how models evaluate gameplay and to guide persona-specific game refinement. Through these dimensions, we characterize the perspectives models offer as virtual playtesters by examining how their overall assessments relate to specific aspects of experience and to the gameplay they produce. To examine how the same dimensions can guide refinement for players with different preferences, we use personas to simulate distinct player profiles. For each persona, PREFER uses experience-preference relationships to select refinement objectives, revises game rules and their implementations, and playtests candidate games to assess experience changes and predicted preference gains. Experiments with five personas show that PREFER achieves 9.2% higher mean post-play preference ratings than the strongest evaluated baseline.

Artificial Intelligence (cs.AI)

arXiv:2610.19213 [cs.AI]

(or arXiv:2610.19213v1 [cs.AI] for this version)

https://doi.org/10.48550/arXiv.2610.19213 Focus to learn more arXiv-issued DOI via DataCite (pending registration)

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Full text under the publisher's open licence · 268 words

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